Artificer
Base Class: Artificer

You study the unfathomable, the horrific, and the befuddling. You wish to learn what happens between the stars and the creatures that are not of this world. Your science grants you access to the alien abilities that your fascinations possess and their power. 

Alien Knowledge

At 3rd level, when you choose this archetype you gain advantage on checks to recall information about aberrations and their weaknesses and strengths. 

Warped Growths

Starting at 5th level, you gain the ability to stimulate alien growths on you or another creature for a short amount of time. Whenever you take a short rest, you can roll randomly on the Alien Growths table, giving a feature to you or a willing creature. The effect lasts for 8 hours or until the creature dies.

Alien Growths

Roll a d10 to determine the effect gained from the short rest.

1-2: You grow four tentacles from your back, you can make four attacks if you only use attack with your tentacles, dealing damage equal to your strength modifier plus 1d6 bludgeoning damage. In addition, you have advantage on strength checks and saving throws.

3-4: Your limbs elongate giving you a reach of 10ft. and a +5 to your base walking speed.

5-6: Your skin becomes reflective and hard, whenever you are hit by a spell attack, you can reduce the damage by 2d8 + your proficiency bonus. If this reduces the damage to 0, the spell bounces off of you and redirects itself back at it's caster, using their DCs to hit.

7-8: Your bones become pliable and your flesh becomes resistant. You are resistant to piercing, slashing, or bludgeoning damage from non magical weapons.

9-10: Your lungs become inflated and adept to a series of extreme climates. You can't get exhaustion from being at high altitudes, you are able to breath underwater, and you have a hovering speed equal to your constitution modifier times two rounded to the nearest 5 feet. You are also vulnerable to piercing damage while you are floating.

Alien Physiology

At 9th level, your body has become accustomed to the extreme environments your specimens are able to live in. You become immune to disease, you gaim advantage on saving throws against poisons, and you have advantage on constitution saving throws.

Extraterrestrial Form

At 15th level, as an action you can choose a number of aberrations equal to your intelligence modifier that you have slain or have assisted in it being killed. For 10 minutes you gain one feature from each of the aberrations that they possess. This does not include resistances, reactions, actions, and immunities.

You can use this feature once, after that you can do so no longer until you take a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
9/11/2022 6:49:59 PM
5
2
5e
Coming Soon

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